Source: Warhammer Fantasy: 4th Edition

Jade Magic
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Jade Magic flows across the surface of the land like water, making Jade spells amongst the easiest (and cheapest) to cast of all the Colleges. Most of the Jade spells are defensive or protective in nature, with several of them being for the direct defence of the wizard and others for the protection of those nearby. This makes Jade wizards a good choice if you are more interested in protecting your own troops with magic than attacking the enemy.

Though at first glance the Jade College spells may seem weak they include some unique and potent spells which have no equal in the other Colleges: The Jade Casket and The Mist of Duthandor, for example. A Jade wizard really needs to be magic level 2 or better (a Wizard Champion) otherwise he can end up being stuck with a spell which is useless on its own.

The Jade Casket

This spell enables you to bring back to life very powerful individual models such as heroes or large creatures. If you are playing a Mighty Empires campaign where models roll for casualty survival after each game, the Jade Casket does not affect the result. The model may subsequently prove to be alive after all, in which case he may recollect some vague "out of the body experience" as a result of the spell.

Although a model revived by the Jade Casket is revived for the rest of the game (or until it is slain once more) the spell card does not remain in play. This means that several models may be revived over a succession of magic phases.

The Cloak of Dain

Determine the number of wounds by rolling a D6 and note down the result on a piece of paper. The number is not secret and the D6 is rolled in full view of both players. A good way to record wounds saved is by using a dice. For example, if you roll a 4 leave the dice showing 4. As wounds are negated turn the dice over to 3, 2, 1 and take it away altogether once the Cloak is down to zero.

Once the spell has been played the card should be kept either face up at the table edge, or on a side table, or it can be placed next to the wizard model itself. Once the Cloak is down to zero wounds it is automatically dispelled and may therefore be cast in the next magic phase. Wounds inflicted by a magic spell may also be saved, but this is dependent on a D6 roll of 4, 5 or 6. If successful all wounds inflicted by a spell are saved and the Cloak is then automatically dispelled. See also the notes for the Gold Magic spell Glittering Robe.

Flesh of Stone

If Flesh of Stone is cast on a cavalry model it will transform the rider and the steed. In the case of a character mounted on a monster either the rider or the monster can be transformed (choose which), but not both.

The saving throw given by Flesh of Stone applies only to attacks and spells which inflict wounds; it provides no defence against spells which kill outright. However, the Flesh of Stone is not dispelled when used to save against a spell as are the Cloak of Dain and Glittering Robe, for example. Note that creatures cannot fly while they have Flesh of Stone - they're just too heavy! Also, it is not possible to cast a Flesh of Stone on a creature while it is flying.

The Green Eye

The effectiveness of the Green Eye spell depends largely on the position of the wizard, much as described for the Bright Magic spell Burning Head. Note that the number of hits is rolled separately for each specific model. Multiple wounds inflicted on models with only 1 wound are therefore wasted; excess wounds are not carried over to other models.

Where troops have several wounds each (Ogres or Trolls, for example) then any partly wounded models should be rationalised as whole casualties as this is the most convenient thing to do. For example, three Ogres each with 3 wounds are struck suffering 2, 2, and 3 wounds respectively. The last Ogre is killed outright, and the remaining wounds are rationalised as 4 wounds in total which results in 1 more dead Ogre, leaving one Ogre with 2 wounds.

Hits on chariots may be randomised as for shooting damage, unless the Green Eye's path obviously slices through the chariot, horses, or crew in which case it is acceptable to work out damage where it would fall.

Earth Blood

This spell can be used to save the wizard's neck in a tricky situation but it can also be used to bolster your own magical potential by grabbing the lion's share of the magic cards. Note that the wizard can return to anywhere on the battlefield and so may move into hand to hand combat if he wants, in which case he will count as charging during the first phase of combat in the same way as a wizard who uses the Bright Magic spell Wings of Fire or similar spell.

Mist of Duthandor

As with all random movement use the scatter dice to determine which direction the unit moves in. It is entirely possible for the unit to blunder over the edge of a cliff or into a deep river. If this happens the unit suffers 2D6 wounds with no armour save and halts at the edge of the terrain. A unit which moves off the table can return on its next move just like a unit which has pursued the enemy off the edge of the table, though it will still be wrapped in the Mist.

Spiral Stair

The Spiral Stair is primarily a defensive spell as it places the wizard out of reach of most foes. The Spiral Stair is unusual in that it acts as an automatic Dispel against other magic. However, note that it does not offer protection from the Conflagration of Doom.

Spells cast from the Spiral Stair are treated precisely as if they were cast from the ground except missile-type spells, which may be fired over the heads of intervening troops or over terrain that would otherwise block sight - for example the Green Eye spell.